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- // Copyright 2010 Christophe Henry
- // henry UNDERSCORE christophe AT hotmail DOT com
- // This is an extended version of the state machine available in the boost::mpl library
- // Distributed under the same license as the original.
- // Copyright for the original version:
- // Copyright 2005 David Abrahams and Aleksey Gurtovoy. Distributed
- // under the Boost Software License, Version 1.0. (See accompanying
- // file LICENSE_1_0.txt or copy at
- // http://www.boost.org/LICENSE_1_0.txt)
- #include "FsmAsPtr.h"
- #include <boost/msm/back/state_machine.hpp>
- #include <boost/msm/front/euml/euml.hpp>
- // cpp: using directives are okay
- using namespace std;
- using namespace boost::msm::front::euml;
- namespace msm = boost::msm;
- // entry/exit/action/guard logging functors
- #include "logging_functors.h"
- namespace
- {
- // events
- BOOST_MSM_EUML_EVENT(play)
- BOOST_MSM_EUML_EVENT(end_pause)
- BOOST_MSM_EUML_EVENT(stop)
- BOOST_MSM_EUML_EVENT(pause)
- BOOST_MSM_EUML_EVENT(open_close)
- BOOST_MSM_EUML_EVENT(cd_detected)
- // Concrete FSM implementation
- // The list of FSM states
- // state not needing any entry or exit
- BOOST_MSM_EUML_STATE((),Paused)
- // it is also possible to define a state which you can implement normally
- // just make it a state, as usual, and also a grammar terminal, euml_state
- struct Empty_impl : public msm::front::state<> , public euml_state<Empty_impl>
- {
- // this allows us to add some functions
- void activate_empty() {std::cout << "switching to Empty " << std::endl;}
- // standard entry behavior
- template <class Event,class FSM>
- void on_entry(Event const& evt,FSM& fsm)
- {
- std::cout << "entering: Empty" << std::endl;
- }
- template <class Event,class FSM>
- void on_exit(Event const& evt,FSM& fsm)
- {
- std::cout << "leaving: Empty" << std::endl;
- }
- };
- //instance for use in the transition table
- Empty_impl const Empty;
- // create a functor and a eUML function for the activate_empty method from Entry
- BOOST_MSM_EUML_METHOD(ActivateEmpty_ , activate_empty , activate_empty_ , void , void )
- // define more states
- BOOST_MSM_EUML_STATE(( Open_Entry,Open_Exit ),Open)
- BOOST_MSM_EUML_STATE(( Stopped_Entry,Stopped_Exit ),Stopped)
- BOOST_MSM_EUML_STATE(( Playing_Entry,Playing_Exit ),Playing)
- // it is also possible to use a plain functor, with default-constructor in the transition table
- struct start_play
- {
- template <class FSM,class EVT,class SourceState,class TargetState>
- void operator()(EVT const& ,FSM&,SourceState& ,TargetState& )
- {
- cout << "player::start_play" << endl;
- }
- };
- // replaces the old transition table
- BOOST_MSM_EUML_TRANSITION_TABLE((
- Playing == Stopped + play / start_play() ,
- Playing == Paused + end_pause / resume_playback,
- // +------------------------------------------------------------------------------+
- Empty == Open + open_close / (close_drawer,activate_empty_(target_)),
- // +------------------------------------------------------------------------------+
- Open == Empty + open_close / open_drawer,
- Open == Paused + open_close / stop_and_open,
- Open == Stopped + open_close / open_drawer,
- Open == Playing + open_close / stop_and_open,
- // +------------------------------------------------------------------------------+
- Paused == Playing + pause / pause_playback,
- // +------------------------------------------------------------------------------+
- Stopped == Playing + stop / stop_playback,
- Stopped == Paused + stop / stop_playback,
- Stopped == Empty + cd_detected / (store_cd_info,process_(play)),
- Stopped == Stopped + stop
- // +------------------------------------------------------------------------------+
- ),transition_table)
- // create a state machine "on the fly"
- BOOST_MSM_EUML_DECLARE_STATE_MACHINE(( transition_table, //STT
- init_ << Empty, // Init State
- no_action, // Entry
- no_action, // Exit
- attributes_ << no_attributes_, // Attributes
- configure_ << no_configure_, // configuration
- Log_No_Transition // no_transition handler
- ),
- my_machine_impl_) //fsm name
- // choice of back-end
- typedef msm::back::state_machine<my_machine_impl_> my_machine_impl;
- }
- player::player()
- : fsm_(new my_machine_impl)
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->start();
- }
- void player::do_play()
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(play);
- }
- void player::do_pause()
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(pause);
- }
- void player::do_open_close()
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(open_close);
- }
- void player::do_end_pause()
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(end_pause);
- }
- void player::do_stop()
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(stop);
- }
- void player::do_cd_detected()
- {
- boost::static_pointer_cast<my_machine_impl>(fsm_)->process_event(cd_detected);
- }
- int main()
- {
- player p;
- // note that we write open_close and not open_close(), like usual. Both are possible with eUML, but
- // you now have less to type.
- // go to Open, call on_exit on Empty, then action, then on_entry on Open
- p.do_open_close();
- p.do_open_close();
- p.do_cd_detected();
- // no need to call play as the previous event does it in its action method
- // at this point, Play is active
- p.do_pause();
- // go back to Playing
- p.do_end_pause();
- p.do_pause();
- p.do_stop();
- // event leading to the same state
- // no action method called as none is defined in the transition table
- p.do_stop();
- // test call to no_transition
- p.do_pause();
- return 0;
- }
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